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Some ideas for the ultimate Mod Launcher...

The general place to discuss MOD''ing Freelancer!

Post Wed Apr 02, 2003 4:18 am

Some ideas for the ultimate Mod Launcher...

I see a need for a new Mod Launcher for the up-and-coming partial/total conversion mods. A self-packaging Mod Launcher which would bundle itself with the mod, turning the mod into an exe. The mod could install itself on the user's machine and create a shortcut on the desktop to play the mod. The shortcut could run a lightweight program which enables the mod, runs Freelancer, and disables the mod again.

A rookie Windows user could click a link off a website, and be a progress bar and a doubleclick away from cruising around a whole new universe. Joe Six Pack would never have to install launchers, dabble with interfaces, or worry about messing up his INI's.

Sounds messy? Don't want to leave your user holding the bag when the game crashes and his INI's are only half-copied? Check this out:

FLEDMM is a brilliant (if a little idiot-savant) light-weight app which runs over top of Freelancer and somehow steers it toward a different data directory. Granted, it does have some considerable shortcomings (read: bugs!) but I think the premise is great! And for developers, it's just *one click* and you're running Freelancer with your newest mod changes, instead of uninstalling and reinstalling the mod.

That said, FLMM's mod directory structure makes a lot more sense than FLEDMM and his interface ranks high on usability. IGx89's also doing a great job in supporting his program and has been really helpful to the less technically-inclined.


Of course, if you want me to get fancy with the feature requests...

- file checksumming would be great to help prevent cheating/crashing (FLEDMM promises this)
- automatic zipping/unzipping for smaller downloads
- some manner of version control for mod authors who are constantly updating (e.g. new mod blows away old mod)
- "patching" smarts, so the mod doesn't send redundant parts of INI's (this would likely require INI compression) for the ultimate in small downloads

Post your thoughts and critiques!

Post Wed Apr 02, 2003 4:22 am

We dont need any more mod launchers damnit! Don't you people realize that everytime you come up with a half cocked working idea, us modder have to RE-code it to work for you whatever you come up with so people won't whine and cry about it not working in everything!

Why don't you RE-WRITE every game to work on every platform except windows huh! Man the inconsideration of some people! Why don't ALL mod loader people work TOGETHER and come up with ONE FL mod loader we can use!

Post Wed Apr 02, 2003 4:26 am

Reyen, calm down and take the time to read my post. The Mod Launcher is *inside* the mod. There are no compatibility problems.

Just like if you create a self-extracting Zip file, your end user doesn't need WinZip or anything to use it!

Post Wed Apr 02, 2003 4:48 am

Sorry just kind of exploded. I am just very angry at my stuff getting deleted by trying out one of these new loaders, plus I am not looking forward to making everything work in each one.'

While this is very feasable there are not that many and i would rather know what a mod is precisly doing to my files.

I am paranoid person do you know how easy it would be to write a trojan into one of these mods along with the loader....I will be happy to demonstrate it for you.

Plus think about it you hqve 5 different mods, each with their own loaders, each modifyig the SAME FL files. What happens when you have all 5 activated? Crash and burn baby. That is why you need a central hub.

Edited by - Reynen on 02-04-2003 05:48:45

Edited by - Reynen on 02-04-2003 05:52:27

Post Wed Apr 02, 2003 5:27 am

No problem, I'd be pretty upset too!

Eventually, our mods are going to get more advanced than CRUISING_SPEED hacks and new ships, and it's not going to be feasible to apply more than one mod at a time. I'm interested in making (and seeing) some partial conversion mods. I think it'll be really cool to see new ships in new universes, etc etc.

With my idea, it simply wouldn't be possible to run multiple mods at once, since the mod would be wrapping itself around the freelancer.exe.

> I am paranoid person do you know how easy it would be to write a trojan into one of these mods along with the loader

Mod Loaders themselves are exe's. Every time you run one of these you're putting yourself at risk, like graphics boy's new loader over there. Granted, you would likely run more mods than loaders... you have a point!

Post Wed Apr 02, 2003 5:58 am

Well I know personally if you try and run other mods in combination with mine it will screw stuff up. Total so far I am modifying over 35 files!

I have ALOT going into my mod and that is why I am kind of stressed out. As you know it only takes one thing wrong and poof.

Now multiply that by the number of loaders you have to make it compatible for and ...you see where I'm going. The more you have to do the more mistakes can happen. I am looking at the first stage of my mod being released by the end of the week.

Post Wed Apr 02, 2003 8:12 pm

I think it's only practical to release your mod for one launcher. Just provide a link to the Mod Launcher along with your mod, and your users can download both if they need to.

After the recent voting fiasco, I'm going to recommend everyone release their mods with FLMM, as it's the best supported and least error prone.

Post Thu Apr 03, 2003 12:21 am

And FLMM already has three of your requested features!

"- automatic zipping/unzipping for smaller downloads"
Click the link to the mod archive, click "Open", FLMM says the mod has been installed successfully, click "Activate", run Freelancer

"- some manner of version control for mod authors who are constantly updating (e.g. new mod blows away old mod)"
Yep, as long as the mod archive is named the same as the old archive

- "patching" smarts, so the mod doesn't send redundant parts of INI's (this would likely require INI compression) for the ultimate in small downloads
Yep, FLMM's XML-based mod script format does that; the included battleship mod modifies 8+ files, and is <5kb!

As for file checksumming, I could add a client-server thing into FLMM. But, I'll only do that if the upcoming server patch still needs it.

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